# Welcome to Libre-SoC!
-Libre-RISCV is an effort to develop an completely open/Libre SOC that is open to the bedrock!
+The Libre-SoC project is an effort to develop an completely
+SOC that is libre to the bedrock. Libre has a very specific meaning
+and guarantees, where "open" does not.
+
+See <https://www.gnu.org/philosophy/open-source-misses-the-point.html>
+for an explanation of the distinction, and for additional examples:
+<https://wiki.opensourceecology.org/wiki/Fake_Open_Source>
This is a publicly editable wiki.
# Joining/Onboarding Process
This process probably needs some improvement, but the basic
-idea is to join the [mailing list](http://lists.libre-riscv.org/mailman/listinfo/libre-riscv-dev), introduce yourself,
-and read through [recent posts](http://lists.libre-riscv.org/pipermail/libre-riscv-dev/) and the [[charter]].
+idea is to join the
+[mailing list](http://lists.libre-riscv.org/mailman/listinfo/libre-riscv-dev),
+introduce yourself, and read through
+[recent posts](http://lists.libre-riscv.org/pipermail/libre-riscv-dev/)
+and the [[charter]].
-The next thing you should do is read through the [bugs list](http://bugs.libre-riscv.org) and see if there are any bugs that pique your interest.
+The next thing you should do is read through the [bugs
+list](http://bugs.libre-riscv.org) and see if there are any bugs that
+pique your interest.
-We do have funding available (see [[nlnet]]) upon completion of issues - we are also working on procuring more funding which gets the project to nanometre scale tapeout.
+We do have funding available (see [[nlnet]]) upon completion of issues -
+we are also working on procuring more funding which gets the project to
+nanometre scale tapeout.
## Needed Skills
-Most labor is currently being applied to developing the GPU portion of the LibreSOC.
+Most labor is currently being applied to developing the GPU portion of
+the LibreSOC.
-The highest priority needed at the moment is a c++ engineer to work on a MESA 3D driver. This will begin life as similar to SwiftShader however retaining the vectorisation and predication intrinsics.
+The highest priority needed at the moment is a c++ engineer to work on
+a MESA 3D driver. This will begin life as similar to SwiftShader however
+retaining the vectorisation and predication intrinsics.
-Medium to long-term we need HDL engineers. Particularly those familiar with nMigen or just python. Most of the techniques being used require software engineering skills (OO design, polymorphism) than they do more traditional HDL programming skills. Basically if you have experience in 2 of the following you'll do fine: python, nmigen, verilog/VHDL/gate-level design. See [[HDL_workflow]]
+Medium to long-term we need HDL engineers. Particularly those familiar
+with nMigen or just python. Most of the techniques being used require
+software engineering skills (OO design, polymorphism) than they do more
+traditional HDL programming skills. Basically if you have experience in 2
+of the following you'll do fine: python, nmigen, verilog/VHDL/gate-level
+design. See [[HDL_workflow]]
-Also, individuals with experience in formal mathematical verification are quite welcome.
+Also, individuals with experience in formal mathematical verification
+are quite welcome.
-TODO: add a list of upcoming project tasks/milestones (link to bugtracker).
+TODO: add a list of upcoming project tasks/milestones (link to
+bugtracker).
# Resources
# Main Pages
-* Libre-RISCV [[charter]]
+* Libre-SoC [[charter]]
* [[shakti/m_class]]
* [[alt_rvp]]
* [[3d_gpu]]